COMPOSITION
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Composition – These are the basic lighting techniques you need to know for photography and film
Read more: Composition – These are the basic lighting techniques you need to know for photography and filmhttp://www.diyphotography.net/basic-lighting-techniques-need-know-photography-film/
Amongst the basic techniques, there’s…
1- Side lighting – Literally how it sounds, lighting a subject from the side when they’re faced toward you
2- Rembrandt lighting – Here the light is at around 45 degrees over from the front of the subject, raised and pointing down at 45 degrees
3- Back lighting – Again, how it sounds, lighting a subject from behind. This can help to add drama with silouettes
4- Rim lighting – This produces a light glowing outline around your subject
5- Key light – The main light source, and it’s not necessarily always the brightest light source
6- Fill light – This is used to fill in the shadows and provide detail that would otherwise be blackness
7- Cross lighting – Using two lights placed opposite from each other to light two subjects
DESIGN
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Hand made Settlers of Catan board
Read more: Hand made Settlers of Catan boardtrytrytry.de/2016/07/mega-diy-siedler-von-catan-in-3d/
https://www.youtube.com/watch?v=Lqww2yZkeh0
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Ranko Prozo – Modelling design tips
Every Project I work on I always create a stylization Cheat sheet. Every project is unique but some principles carry over no matter what. This is a sheet I use a lot when I work on isometric stylized projects to help keep my assets consistent and interesting. None of these concepts are my own, just lots of tips I learned over the years. I have also added this to a page on my website, will continue to update with more tips and tricks, just need time to compile it all :)
COLOR
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A Brief History of Color in Art
Read more: A Brief History of Color in Artwww.artsy.net/article/the-art-genome-project-a-brief-history-of-color-in-art
Of all the pigments that have been banned over the centuries, the color most missed by painters is likely Lead White.
This hue could capture and reflect a gleam of light like no other, though its production was anything but glamorous. The 17th-century Dutch method for manufacturing the pigment involved layering cow and horse manure over lead and vinegar. After three months in a sealed room, these materials would combine to create flakes of pure white. While scientists in the late 19th century identified lead as poisonous, it wasn’t until 1978 that the United States banned the production of lead white paint.
More reading:
www.canva.com/learn/color-meanings/https://www.infogrades.com/history-events-infographics/bizarre-history-of-colors/
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Weta Digital – Manuka Raytracer and Gazebo GPU renderers – pipeline
Read more: Weta Digital – Manuka Raytracer and Gazebo GPU renderers – pipelinehttps://jo.dreggn.org/home/2018_manuka.pdf
http://www.fxguide.com/featured/manuka-weta-digitals-new-renderer/
The Manuka rendering architecture has been designed in the spirit of the classic reyes rendering architecture. In its core, reyes is based on stochastic rasterisation of micropolygons, facilitating depth of field, motion blur, high geometric complexity,and programmable shading.
This is commonly achieved with Monte Carlo path tracing, using a paradigm often called shade-on-hit, in which the renderer alternates tracing rays with running shaders on the various ray hits. The shaders take the role of generating the inputs of the local material structure which is then used bypath sampling logic to evaluate contributions and to inform what further rays to cast through the scene.
Over the years, however, the expectations have risen substantially when it comes to image quality. Computing pictures which are indistinguishable from real footage requires accurate simulation of light transport, which is most often performed using some variant of Monte Carlo path tracing. Unfortunately this paradigm requires random memory accesses to the whole scene and does not lend itself well to a rasterisation approach at all.
Manuka is both a uni-directional and bidirectional path tracer and encompasses multiple importance sampling (MIS). Interestingly, and importantly for production character skin work, it is the first major production renderer to incorporate spectral MIS in the form of a new ‘Hero Spectral Sampling’ technique, which was recently published at Eurographics Symposium on Rendering 2014.
Manuka propose a shade-before-hit paradigm in-stead and minimise I/O strain (and some memory costs) on the system, leveraging locality of reference by running pattern generation shaders before we execute light transport simulation by path sampling, “compressing” any bvh structure as needed, and as such also limiting duplication of source data.
The difference with reyes is that instead of baking colors into the geometry like in Reyes, manuka bakes surface closures. This means that light transport is still calculated with path tracing, but all texture lookups etc. are done up-front and baked into the geometry.The main drawback with this method is that geometry has to be tessellated to its highest, stable topology before shading can be evaluated properly. As such, the high cost to first pixel. Even a basic 4 vertices square becomes a much more complex model with this approach.
Manuka use the RenderMan Shading Language (rsl) for programmable shading [Pixar Animation Studios 2015], but we do not invoke rsl shaders when intersecting a ray with a surface (often called shade-on-hit). Instead, we pre-tessellate and pre-shade all the input geometry in the front end of the renderer.
This way, we can efficiently order shading computations to sup-port near-optimal texture locality, vectorisation, and parallelism. This system avoids repeated evaluation of shaders at the same surface point, and presents a minimal amount of memory to be accessed during light transport time. An added benefit is that the acceleration structure for ray tracing (abounding volume hierarchy, bvh) is built once on the final tessellated geometry, which allows us to ray trace more efficiently than multi-level bvhs and avoids costly caching of on-demand tessellated micropolygons and the associated scheduling issues.For the shading reasons above, in terms of AOVs, the studio approach is to succeed at combining complex shading with ray paths in the render rather than pass a multi-pass render to compositing.
For the Spectral Rendering component. The light transport stage is fully spectral, using a continuously sampled wavelength which is traced with each path and used to apply the spectral camera sensitivity of the sensor. This allows for faithfully support any degree of observer metamerism as the camera footage they are intended to match as well as complex materials which require wavelength dependent phenomena such as diffraction, dispersion, interference, iridescence, or chromatic extinction and Rayleigh scattering in participating media.
As opposed to the original reyes paper, we use bilinear interpolation of these bsdf inputs later when evaluating bsdfs per pathv ertex during light transport4. This improves temporal stability of geometry which moves very slowly with respect to the pixel raster
In terms of the pipeline, everything rendered at Weta was already completely interwoven with their deep data pipeline. Manuka very much was written with deep data in mind. Here, Manuka not so much extends the deep capabilities, rather it fully matches the already extremely complex and powerful setup Weta Digital already enjoy with RenderMan. For example, an ape in a scene can be selected, its ID is available and a NUKE artist can then paint in 3D say a hand and part of the way up the neutral posed ape.
We called our system Manuka, as a respectful nod to reyes: we had heard a story froma former ILM employee about how reyes got its name from how fond the early Pixar people were of their lunches at Point Reyes, and decided to name our system after our surrounding natural environment, too. Manuka is a kind of tea tree very common in New Zealand which has very many very small leaves, in analogy to micropolygons ina tree structure for ray tracing. It also happens to be the case that Weta Digital’s main site is on Manuka Street.
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About color: What is a LUT
Read more: About color: What is a LUThttp://www.lightillusion.com/luts.html
https://www.shutterstock.com/blog/how-use-luts-color-grading
A LUT (Lookup Table) is essentially the modifier between two images, the original image and the displayed image, based on a mathematical formula. Basically conversion matrices of different complexities. There are different types of LUTS – viewing, transform, calibration, 1D and 3D.
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Björn Ottosson – OKlch color space
Björn Ottosson proposed OKlch in 2020 to create a color space that can closely mimic how color is perceived by the human eye, predicting perceived lightness, chroma, and hue.
The OK in OKLCH stands for Optimal Color.
- L: Lightness (the perceived brightness of the color)
- C: Chroma (the intensity or saturation of the color)
- H: Hue (the actual color, such as red, blue, green, etc.)
Also read:
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Victor Perez – ACES Color Management in DaVinci Resolve
Read more: Victor Perez – ACES Color Management in DaVinci Resolvehttpv://www.youtube.com/watch?v=i–TS88-6xA
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Composition – cinematography Cheat Sheet
Where is our eye attracted first? Why?
Size. Focus. Lighting. Color.
Size. Mr. White (Harvey Keitel) on the right.
Focus. He’s one of the two objects in focus.
Lighting. Mr. White is large and in focus and Mr. Pink (Steve Buscemi) is highlighted by
a shaft of light.
Color. Both are black and white but the read on Mr. White’s shirt now really stands out.
(more…)
What type of lighting?
LIGHTING
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Disney’s Moana Island Scene – Free data set
Read more: Disney’s Moana Island Scene – Free data sethttps://www.disneyanimation.com/resources/moana-island-scene/
This data set contains everything necessary to render a version of the Motunui island featured in the 2016 film Moana.
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Custom bokeh in a raytraced DOF render
To achieve a custom pinhole camera effect with a custom bokeh in Arnold Raytracer, you can follow these steps:
- Set the render camera with a focal length around 50 (or as needed)
- Set the F-Stop to a high value (e.g., 22).
- Set the focus distance as you require
- Turn on DOF
- Place a plane a few cm in front of the camera.
- Texture the plane with a transparent shape at the center of it. (Transmission with no specular roughness)
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Terminators and Iron Men: HDRI, Image-based lighting and physical shading at ILM – Siggraph 2010
Read more: Terminators and Iron Men: HDRI, Image-based lighting and physical shading at ILM – Siggraph 2010 -
Convert between light exposure and intensity
import math,sys def Exposure2Intensity(exposure): exp = float(exposure) result = math.pow(2,exp) print(result) Exposure2Intensity(0) def Intensity2Exposure(intensity): inarg = float(intensity) if inarg == 0: print("Exposure of zero intensity is undefined.") return if inarg < 1e-323: inarg = max(inarg, 1e-323) print("Exposure of negative intensities is undefined. Clamping to a very small value instead (1e-323)") result = math.log(inarg, 2) print(result) Intensity2Exposure(0.1)
Why Exposure?
Exposure is a stop value that multiplies the intensity by 2 to the power of the stop. Increasing exposure by 1 results in double the amount of light.
Artists think in “stops.” Doubling or halving brightness is easy math and common in grading and look-dev.
Exposure counts doublings in whole stops:- +1 stop = ×2 brightness
- −1 stop = ×0.5 brightness
This gives perceptually even controls across both bright and dark values.
Why Intensity?
Intensity is linear.
It’s what render engines and compositors expect when:- Summing values
- Averaging pixels
- Multiplying or filtering pixel data
Use intensity when you need the actual math on pixel/light data.
Formulas (from your Python)
- Intensity from exposure: intensity = 2**exposure
- Exposure from intensity: exposure = log₂(intensity)
Guardrails:
- Intensity must be > 0 to compute exposure.
- If intensity = 0 → exposure is undefined.
- Clamp tiny values (e.g.
1e−323
) before using log₂.
Use Exposure (stops) when…
- You want artist-friendly sliders (−5…+5 stops)
- Adjusting look-dev or grading in even stops
- Matching plates with quick ±1 stop tweaks
- Tweening brightness changes smoothly across ranges
Use Intensity (linear) when…
- Storing raw pixel/light values
- Multiplying textures or lights by a gain
- Performing sums, averages, and filters
- Feeding values to render engines expecting linear data
Examples
- +2 stops → 2**2 = 4.0 (×4)
- +1 stop → 2**1 = 2.0 (×2)
- 0 stop → 2**0 = 1.0 (×1)
- −1 stop → 2**(−1) = 0.5 (×0.5)
- −2 stops → 2**(−2) = 0.25 (×0.25)
- Intensity 0.1 → exposure = log₂(0.1) ≈ −3.32
Rule of thumb
Think in stops (exposure) for controls and matching.
Compute in linear (intensity) for rendering and math.
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